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Description
GameMaker Language, commonly known as GML, serves as the proprietary scripting language for GameMaker. Designed to empower users to develop their games in a straightforward and adaptable manner, it boasts capabilities comparable to those found in leading programming languages. Additionally, this language forms the foundation for GML Visual, allowing for integration if necessary. Each event within the editor is organized into its own tab, enabling users to add, modify, or delete code at any point (for further insights on events, refer to Object Events). The code must adhere to a fundamental structure and can encompass various elements, including resource indices, variables, functions, expressions, and keywords, which are detailed in the subsequent sections. For those new to programming or transitioning from GML Visual, it is advisable to begin with the basic code structure page and subsequently explore the other pages in this section, practicing the provided code within GameMaker itself. By following this approach, users can gain a solid foundation in GML and enhance their game development skills effectively.
Description
In Haskell, every expression possesses a type that is established during the compilation process. The types involved in function applications must align correctly; otherwise, the compiler will reject the program. This strict type system not only serves as a guarantee of correctness but also functions as a language for articulating the construction of programs. Each function in Haskell adheres to the principles of mathematical functions, meaning they are "pure" in nature. Even when dealing with side-effecting IO operations, they merely outline actions to be taken, generated by pure functions. Haskell does not utilize statements or instructions; instead, it relies solely on expressions that cannot alter variables, whether local or global, nor can they manipulate states such as time or randomness. While it is not necessary to specify every type in a Haskell program, the types can be inferred through a process of bidirectional unification. Still, programmers have the option to explicitly define types as needed or request the compiler to generate them for reference, thereby enriching documentation and enhancing clarity. This flexibility allows Haskell developers to strike a balance between type safety and ease of use.
API Access
Has API
No
API Access
Has API
No
Integrations
Amp
No
AskCodi
No
CodePal
No
CodeRunner
No
Codecov
No
Dash
No
Denigma
No
Echidna
No
Geany
No
Helix Editor
No
Integrations
Amp
Yes
AskCodi
Yes
CodePal
Yes
CodeRunner
Yes
Codecov
Yes
Dash
Yes
Denigma
Yes
Echidna
Yes
Geany
Yes
Helix Editor
Yes
Pricing Details
Free
Free Trial
No
Free Version
Yes
Pricing Details
Free
Free Trial
No
Free Version
Yes
Deployment
Web-Based
No
On-Premises
No
iPhone App
No
iPad App
No
Android App
No
Windows
Yes
Mac
Yes
Linux
Yes
Chromebook
No
Deployment
Web-Based
No
On-Premises
No
iPhone App
No
iPad App
No
Android App
No
Windows
Yes
Mac
Yes
Linux
Yes
Chromebook
No
Customer Support
Business Hours
No
Live Rep (24/7)
No
Online Support
Yes
Customer Support
Business Hours
No
Live Rep (24/7)
No
Online Support
Yes
Types of Training
Training Docs
Yes
Webinars
No
Live Training (Online)
No
In Person
No
Types of Training
Training Docs
Yes
Webinars
No
Live Training (Online)
No
In Person
No
Vendor Details
Company Name
YoYo Games
Country
United States
Website
manual.yoyogames.com/GameMaker_Language/GameMaker_Language_Index.htm
Vendor Details
Company Name
Haskell
Website
www.haskell.org